getComputerMove()
{
const color = this.turn;
-
- // Rank moves using a min-max at depth 2
let moves1 = this.getAllValidMoves();
+ // Rank moves using a min-max at depth 2
for (let i=0; i<moves1.length; i++)
{
moves1[i].eval = (color=="w" ? -1 : 1) * 1000; //very low, I'm checkmated
this.newGame("computer");
},
newGame: function(mode, fenInit, color, oppId, moves, continuation) {
- //const fen = "bbrkqnrn/pppppppp/8/8/8/8/PPPPPPPP/NNRKQBBR 1111";
- //const fen = "bbrkqnr1/pppppp1p/6o1/6s1/3SS3/8/PPP2PPP/NNRKQBBR 1111"; //first 2 moves == pb
const fen = fenInit || VariantRules.GenRandInitFen();
console.log(fen); //DEBUG
this.score = "*";
let moves = super.getPotentialMovesFrom([x,y]);
this.board = saveBoard;
+ const pieces = Object.keys(VariantRules.ALICE_CODES);
+ const codes = Object.keys(VariantRules.ALICE_PIECES);
+
// Finally filter impossible moves
- const mirrorSide = (Object.keys(VariantRules.ALICE_CODES).includes(this.getPiece(x,y)) ? 1 : 2);
+ const mirrorSide = (pieces.includes(this.getPiece(x,y)) ? 1 : 2);
return moves.filter(m => {
if (m.appear.length == 2) //castle
{
{
// Attempt to capture
const piece = this.getPiece(m.end.x,m.end.y);
- if ((mirrorSide==1 && Object.keys(VariantRules.ALICE_PIECES).includes(piece))
- || (mirrorSide==2 && Object.keys(VariantRules.ALICE_CODES).includes(piece)))
+ if ((mirrorSide==1 && codes.includes(piece))
+ || (mirrorSide==2 && pieces.includes(piece)))
{
return false;
}
}
// Fix en-passant captures
if (m.vanish.length == 2 && this.board[m.end.x][m.end.y] == VariantRules.EMPTY)
+ {
m.vanish[1].c = this.getOppCol(this.getColor(x,y));
+ // In the special case of en-passant, if
+ // - board1 takes board2 : vanish[1] --> Alice
+ // - board2 takes board1 : vanish[1] --> normal
+ let van = m.vanish[1];
+ if (mirrorSide==1 && codes.includes(this.getPiece(van.x,van.y)))
+ van.p = VariantRules.ALICE_CODES[van.p];
+ else if (mirrorSide==2 && pieces.includes(this.getPiece(van.x,van.y)))
+ van.p = VariantRules.ALICE_PIECES[van.p];
+ }
return true;
});
}